Super Smash Bros. Brawl Walkthrough :

This walkthrough for Super Smash Bros. Brawl [WII] has been posted at 18 Sep 2010 by ooookk and is called "Captain Falcon FAQ". If walkthrough is usable don't forgot thumbs up ooookk and share this with your freinds. And most important we have 79 other walkthroughs for Super Smash Bros. Brawl, read them all!

Walkthrough - Captain Falcon FAQ

Page 1

Table of Contents:
To quickly jump to a section, type in the word that is in
brackets (e.g. to go to "Who is Captain Falcon?", type in
"WhoX".)
A) Introduction [IntX]
B) Updates [UpdX]
C) Who is Captain Falcon? [WhoX]
D) Pros and Cons [ProX]
E) Moves and abilities [MovX]
F) Captain Falcon-specific Strategies [SatX]
G) Character-specific Strategies [ChaX]
H) Single-player Strategies [SinX]
I) Miscellaneous Stuff about Captain Falcon [MisX]
J) Legal stuff [LegX]
K) Thank Yous [ThaX]
To unlock Captain Falcon as a playable character, you must do one
of three things:
- Play 70 Brawls
- Beat Classic Brawl Mode on the Normal difficulty setting or
greater in less than 12 minutes
- Get Captain Falcon to join your party in The Subspace Emissary.
Except for the Subspace Emissary method, you'll have to face
Captain Falcon in a duel to actually unlock him.
Section A: Introduction ---- [IntX]
This section is the introduction to the FAQ.
Hello and welcome to my fourth FAQ, one about how to use the
character Captain Falcon in Super Smash Brothers Brawl. This
FAQ's only real goal is to improve your ability to use him as a
fighter.
If you have any suggestions or complaints, please e-mail
me at Burpcycle@yahoo.com.
Section B: Updates ---- [UpdX]
This section deals with updates, when things were changed, and
when they were changed.
If you have suggestions for this FAQ, e-mail me at
Burpcycle@yahoo.com
Version 1.0: 03/20/08
Created the FAQ.
Version 1.1: 03/21/08
Version 1.0 didn't get accepted. Fixed some errors, added two new
sections.
Version 1.1: 03/24/08
Various updates and corrections. Redid the Version Number to be
more in line with GameFAQ's numbering system.
Completed several sections. This was a major update.
Version 1.2: 03/27/08
Various updates and corrections. Renamed "Boss Battles" to
"Single-player Strategies" and added more than just Boss Battles
to it.
Version 1.3: 03/28/08
Various updates and corrections. Rewrote some of the character
strategies.
Version 1.4: 03/31/08
Various updates and corrections.
Version 1.5: 04/02/08
Various updates and corrections.
Version 1.6: 04/08/08
Various updates and corrections. Renamed "Elbow Bash" to "Elbow
of Judgment". Why? Because I could.
Version 1.7: 04/17/08
Renamed "Combo Punch" to "Turbo Punch" and added a note to Knee
of Justice's section.
Added a glitch to the Captain Falcon-specific Strategies section
because I couldn't think of anywhere else to put it.
Added a new move to the Strategies section involving Turbo Punch.
Section C: Who is Captain Falcon? ---- [WhoX]
This section gives you an in-universe explanation as to who
Captain Falcon actually is. By "in-universe", I mean in his game
series, not in the Super Smash Brothers series.
Captain Douglas Jay Falcon (normally called simply "Captain
Falcon") is the main character of the F-Zero franchise of
futuristic racing games. Little is known of his past other than
his home town, Port Town. He is F-Zero racer #7.
A former captain in the Internova Police Force (hence his title),
he quit to become an interstellar bounty hunter. By the age of
36, he was considered one of the best in existence. Eventually,
he took up racing in the F-Zero circuit, and became one of the
best ever. He is very mysterious, and despite his fame, few
people know anything about him beyond his name and F-Zero
machine.
His F-Zero machine ("racecar" in more modern terms) is the Blue
Falcon, a balanced craft capable of high top speeds, fast
acceleration, and taking damage (he is considered to be the most
balanced racer in most of his games). For bounty missions, he
uses a larger spacecraft called the Falcon Flyer, and his weapon
of choice appears to be a small sidearm (however, given that
F-Zero is a racing franchise, he never uses it on-screen).
The Falcon Flyer is a full-fledged starship, and capable of
travelling interstellar distances. It also serves as an area for
repairing the Blue Falcon.
He is probbly the most famous of the F-Zero racers, and has
relationships with many others of them. Falcon has an implied
relationship with Jody Summer, another racer, and has saved her
life several times.
Falcon also has many enemies, among them Samurai Goroh, who is
considered to be his greatest rival: a bandit boss with a samurai
motif, Goroh despises Falcon for being just a bit better at
everything they have in common, and desperetely wants to be the
superior racer.
Black Shadow is another enemy of Falcon: a "King of Evil" who
wants revenge on Falcon for arresting a witch doctor who gave him
his evil abilities (later, his goals include conquering the
galaxy. He moved up in life).
Finally, perhaps his most insidious enemy is Blood Falcon, a
clone of Captain Falcon who is nearly identical save for his
bloodthirty nature and desire to ruin the Captain's reputation.
Section D: Pros and Cons [ProX]
This section details Falcon's advantages and disadvantages over
other characters in Super Smash Brothers Brawl.
=== Pros ===
- Extremely fast.
Falcon is the second fastest character in the game, second only
to Sonic. He can outrun any character (save Sonic) easily, even
speedy ones like Fox and Sheik, allowing him to reach items and
avoid stage obstacles more easily.
- Strength.
Falcon is surprisingly strong considering his speed: he hits
harder than most mediumweights in the game, but not quite as hard
as the heavyweights. Nevertheless, he is extremely strong and can
KO an enemy at lower percentages than most other Brawlers.
Additionally, he many options for KOing an enemy, as opposed to
other speedy characters like Sonic and Meta Knight, who only have
a few finishers.
- Aerial game.
Although he has only two jumps of average height, Falcon
possesses a surprisingly strong aerial game, with two very
powerful and quick aerial moves (see below).
- Very fast rolling.
Falcon rolls faster than most other characters, allowing you to
place yourself in a better position for killing your enemies.
- Fairly heavy.
Captain Falcon is on the upper half of the weight division,
tough he's no heavyweight.
- Wall jumping.
Falcon can do it.
- Awesome voice.
Falcon is constantly making noise and announcing everything he
does in the most manly way possible: many an internet meme has
taken advantage of this.
=== Cons ===
- Predictable recovery.
Falcon's recovery abilities are only average, and they're
worsened significantly by their predictability: he can't pull off
any recovery tricks like he could in Melee.
- No projectiles.
With Falcon, you are going to melee. There will be no projectile
battling for you, because ALL of his moves are geared towards
close combat. This can make fighting certain characters, like
Samus and Pit, a pain.
- Slow attacks.
Despite his extremely fast movement speed, Falcon attacks like a
heavyweight: he hits hard, but he hits slow. Except for a couple
of moves (Raptor Boost, the knee, ect.), Falcon has to be able
to predict his enemies' movements in advance to set up attacks.
- Large target.
Falcon is a human-sized character, which means no avoiding
projectiles or high attacks like short characters like Kirby can.
- Final Destination.
Its lipped edges make recovery for many characters difficult, and
Captain Falcon is one of them. At least he's not as bad off as
Ike.
Section E: Moves and abilities ---- [MovX]
In this section, you will detailed descriptions of Captain
Falcon's moves, both basic and special attacks. I use a Gamecube
controller, so "A" is your basic attack button, and "B" is your
special attack button.
"N" is neutral (no directional input), "D" is down, "U" is up,
"F" is forward, and "B" is backwards. "S" is smash, so if you see
"ADS", that means press A and D at the same time, whereas "AD"
means pressing A while crouching.
I named all of these moves myself, except for Knee of Justice,
which I have forgotten the origin of, and the special moves.
If it says (Fire) after the percentage, that means the attack is
fire-based and will set off Blast Boxes.
==== Basic Attacks ====
==Ground Attacks==
AN: Jab-Jab-Knee - 3%-2%-6%
Falcon punches whatever is in front of him. It's pretty basic,
and nothing special, with next to no knockback and no KO
potential. If you press it twice, Falcon will punch with his
other hand, and three times, he'll knee his enemy.
There's nothing special to note about this move, other than it
combos into Combo Punch VERY easily.
AN extended: Turbo Punch - 2%
Hold down AN and do the Jab-Jab-Knee to start punching furiously
in front of you: Falcon will punch three times in front of him
at very high speeds, and continue until you release A.
This move is of little value: it leaves you open (you can't move
or shield out of it until it's over), deals little damage and is
easy to escape from, and has zero KO potential. Even worse, it
doesn't trap an enemy in the punches at all, it actually pushes
them away.
One interesting fact about Turbo Punch is that it cancels most
projectiles if they connect.
See the Captain Falcon-specific Strategies for more information
on this.
AF while walking: Kick - 10%
Falcon kicks anything in front of him. Flashy.
This has surprising range and decent damage (little knockback,
though), but you probably won't be taking advantage of it very
often because it relies on you walking, something Falcon should
never be doing. Sorry, Kick. You're just kind of inconvenient to
pull off.
AF while running: Shoulder Bash - 8%
Falcon uses his shoulder and his momentum to tackle his enemy,
sending him flying. After this attack, he's sligthly vulnerable
for a moment as he regains his footing.
This is a good, solid move: it comes out almost instantly, it
takes advantage of Falcon's incredible speed, and it has a decent
amount of knockback (there's no realistic chance of KOing someone
with this, however). I'd get used to using it if I were you,
because against agile enemies like Pikachu, Falcon needs all the
fast attacks he has.
It's most useful for setting up an aerial combo because of its
strange knockback: it knocks an enemy into the air for some
reason, putting them in the ideal Crescent Kick position.
AD: Ground Kick - 10%
While crouching, press A to kick in front of you (it will NOT hit
behind you) to kick about the length of Falcon's body along the
ground. It won't hit anything in the air, but if your enemy is on
the ground, he'll be hit. Or rather, kicked.
This move is pretty valuable. It deals respectable damage, is
easy to connect with (coming out pretty fast), and has more range
than it really should have. It has a fair amount of knockback,
but has no real chance of KOing an opponent except at extremely
high damage (300%+). Still, if you need a fast damage-dealing
attack and your enemy isn't in the air, this is a good move.
AU: 180 Degree Kick - 13%
Falcon kicks everything in front of him, from over his head to
right beneath his ankle, in a 180 degree arc.
I'll be honest: this is not his best move. It's hard to connect,
being slightly slow, and doesn't deal enough damage to be worth
the effort. In addition, it's a non-smash AU attack, making it
somewhat irritating to even use. It's entirely possible you'll
forget you even HAVE it.
AU diagonal: Diagonal Upper Kick - 10%
Captain Falcon kicks at a 45 degree angle in front of him if 0
degrees is right above his head
Fear my incredible naming powers, mortals! Diagonal Upper Kick is
a quick move that might see some use, but has little damage and
knockback. Add to that that it's kind of hard to use in an
emergency (when it'd be most useful), and its usefulness
diminishes even more. This is really only useful for hitting an
enemy attacking you from the air at a very specific angle (like
another Captain Falcon's Knee of Justice), but with its low
priority, many moves will go through it anyway.
AD diagonal: Diagonal Lower Kick - 10%
Captain Falcon kicks at a 75 degree if 0 degrees is right above
his head. The kick itself, I hate to admit, looks kind of girly.
Many Falcon players don't even know this move exists. In
countless brawls, I can think of maybe two times I used it (once
by accident). Seriously though, this move is garbage. The only
thing it can do that other moves can't is hit a fallen or
crawling enemy, and Ground Kick can do that too, but faster and
with more range.
AFS: Elbow of Judgment - 19%-26% (Fire)
Falcon takes his arms, and uses them to put his right elbow in
the enemy's face.
Captain Falcon has one of the best forward smashes in the game.
It's not very fast, but it hits HARD, has nice range, and has a
ton of of knockback. This is an excellent attack you'll need to
learn the ins and outs of. It's also useful for edge-guarding.
This is one of Falcon's best finishing moves because of its
excellent knockback: hit a high-damage enemy with this, and he's
gone.
AUS: Double Upper Kick: 8%-11%, 13%-19%
Falcon kicks upward, and then, just to be a jerk, kicks upward
again.
You might notice this seems a bit weaker than his other smashes.
It's not true. His first kick will hit for 8%-11%, and his
follow-up kick will deal the 13%-19% and the knockback. Don't
worry: no matter how damaged the enemy is, the first hit has
almost no knockback and will try to trap him for the second kick.
Notably, the first kick has SLIGHTLY greater range than the
second one, so it's possible you'll only hit for the weaker
damage and deal no knockback.
This is a great move. The second kick has knockback that is just
absolutely insane, and if your enemy is damaged enough, it WILL
launch them into the stars. If you can predict where an enemy
will land, this is a killer move. You'll be getting used to using
this particular smash, I assure you.
ADS: Double Ground Kick - 18%-25%, 16%-22%
Falcon stands on one leg, and uses the other to kick in front of
him, then behind him a moment later.
This is another excellent smash. Really, when it comes to
smashes, Falcon got lucky. It deals a nice bit of damage, and
once you learn how it hits (it's hard to explain) the enemy,
it'll be one of your best finishers. Because of its low blow, it
makes an excellent edge-guarding move.
It's possible to trap a lightly damaged enemy in both kicks,
dealing nearly double the damage, but it's hard to pull off and
relies on what your enemy does when he's hit.
Note that the "18%-25%" refers to the first kick, and the "16%-
22%" the second kick. The first kick is obviously the slightly
stronger of the two.
A while hanging on an edge: Recovery Kick - 10%
Press A while hanging an edge to kick in front of you as you get
back onto the stage. Every character has this.
It's nothing special. It has some knockback, but not enough to KO
someone. It's only useful for getting your enemy out of your way
as you get back up.
A while hanging on an edge over 100%: Uppercut - 10%
This replaces Recovery Kick. There's nothing to say: it's an
uppercut. Don't expect any KOs from this one: it's a defensive
move. One advantage this does have is higher priority: Wario's
chomp move will eat your Recovery Kick, but not your Uppercut.
A while laying on the ground: Wake-up Kick - 6%
While getting up, Falcon kicks in front of him, then kicks all
around him in 360 degrees.
This is a weak, "get-away-from-me" move that knocks your enemy
back JUST enough for you to get up without being killed. Really,
it's better to just roll away, this deals so little damage and so
little knockback.
There are two Recovery Kicks (one for face-up and one for face-
down), but they are functionally identical.
==Aerial Attacks==
AN: Aerial Double Kick - 4%, 6%
Captain Falcon kicks in front of him while falling, then kicks a
second time. Note: the first kick has greater range than the
second kick.
This is not one of his better moves. Though it comes out fast, it
just lacks damage and knockback. Additionally, the first hit can
knock your enemy out of range of the second. It's also kind of
hard to hit your enemy with.
Really, this is not a move you'll be using very often except to
regain your balance in the air if you're knocked back.
AF: Knee of Justice - 3% or 19%
Falcon knees the air in front of him, dealing damage to anything
directly in front of him. If you barely connect with it, you'll
deal 3% damage and no knockback. If you hit directly with it, so
it connects INSIDE the enemy, you'll deal 19% with significant
knockback.
Also known as "the Knee" and "Falcon Knee", this is one of the
single best moves in the game (in Melee, it may well have been
THE single best move). For real Falcon players, this is as iconic
as Falcon Punch.
Yes, Knee of Justice was nerfed from its godly Melee version, but
it's still a great move. It's probably the best aerial killer in
the game, even after the nerf. Its knockback is horizontal, not
vertical, so keep that in mind.
I've seen this KO mediumweights as low as 60%, so learn to use
this thing. Good Falcon players can use a low jump and connect
with this at almost ground level.
This move, by the way, is easier to land against larger opponents
(Bowser, DK, Ganondorf), but kind of difficult against smaller
ones (Pikachu, Kirby).
Okay, so it seems Nintendo has given this move the official name
of "Knee Smash", but screw that, "Knee of Justice" is a much more
fitting name.
AB: Backhand - 14%
Captain Falcon looks behind him and backhands his enemy, knocking
away anyone trying to take advantage of his vulnerable position.
Another good move, this is basically an inferior version of Knee
of Justice, with all its aspects toned down a bit: less damage,
less knockback, less range. However, it has no "crappy" version
(if you don't hit head-on with Knee of Justice, it'll deal little
damage, with this it doesn't matter), and it's not like you can
knee backwards anyway. You'll want to get used to this move,
because floaty characters like Kirby LOVE trying to attack the
backs of characters who fall kind of slowly like Captain Falcon.
This can KO someone, but don't count on it to do so, it's really
meant as a defensive attack.
AU: Crescent Kick - 13%-10%
Captain Falcon kicks in a half-circle around himself, dealing
damage to anything that gets in his legs' way. The beginning of
the kick deals more damage than the end.
This is a solid move. It hits anything above or in front of you
and has some knockback. Its knockback is enough to push away
someone trying to attack you, but not enough to KO anyone who
isn't heavily damaged. Its real advantage IS its underwhelming
knockback: wait for someone to fall, Crescent Kick him, double-
jump, and Crescent Kick him again, and if you're lucky, AGAIN.
Crescent Kick's strength is in dealing damage, not KOing people,
and in that, it excels.
AD: Falcon Stomp - 14%
Captain Falcon takes a second, and then kicks anything directly
below him down to the ground. It leaves him slightly vulnerable
for a moment.
Another great aerial move, this is one of the game's best meteor
smashes. For those unfamiliar with the term, a meteor smash
knocks its target directly downward, making them ideal for KOing
enemies foolish enough to be over pits (of the non-angelic
variety). Really, this is a great move: it's not a fast meteor
smash, but it's a powerful one. One problem with it is that when
you use this move, you ARE going down with your enemy, so you'll
have to be prepared to recover or you'll lose a life.
==== Special Attacks ====
B: Falcon Punch - 27%-28% (Fire)
Falcon takes a full second to prepare himself, then punches in
front of him with an epic falcon shape made of fire. He also
yells out "FALCON... PAWNCH!" as he does this. This punch is
powerful and has extremely high knockback.
If you press the opposite direction of where you're facing at the
beginning of this move, while charging his punch, Falcon will
turn around and perform a Reverse Falcon Punch. It's slightly
more powerful than the normal version.
Captain Falcon's signature move: the Falcon Punch. One of the
game's most powerful moves, newbies often assume it's useless
because of its slow speed. It's true that Falcon Punch is slow,
but it as as powerful as moves get, easily capable of KOing even
medium damaged enemies with its knockback.
However, it takes strategy to use this move correctly. Simply
going up to an enemy and trying to Falcon Punch him will get you
killed.
The best way to use this move is while falling: jump towards your
enemy (preferably while he's doing something: grabbing an item,
beating up another player, ect.) and punch while in the air.
Falcon will wind up in the air but punch on the ground, and
hopefully the move will connect.
Note: this is Falcon's single most powerful move, stronger even
than a fully-charging Elbow of Judgment or Knee of Justice.
B-side: Raptor Boost - 7% (Fire)
On the ground: Falcon runs forward and performs a fiery uppercut,
sending his enemies upwards. If he misses, he falls down and gets
up again.
In the air: Falcon launches himself forward (but not upward), and
punches his enemy directly downward. He also "leapfrogs" over
him, moving further forward and allowing Falcon to perform
another move. If he doesn't hit anything, he goes into helpless
falling mode.
Raptor Boost may not be as flashy as Falcon's other moves, but
it's no less useful. Unlike his other special moves (which have
horizontal knockback), Raptor Boost has vertical knockback,
though it's not powerful enough to KO an enemy by itself.
If used in the air, it instead knocks the enemy downward, acting
as one of Falcon's two meteor smashes. If you use this for
recovery, it'll put Falcon into helpless falling mode once it's
over UNLESS you hit someone with it, whereupon Falcon will be
ready for another move (preferably Falcon Dive).
Raptor Boost doesn't get the respect it deserves. It's not a
KOer, it's meant for setting up enemies for air combos and
killing computer teams (both of which it does quite well).
Note that Raptor Boost has strangely high priority: if you
connect with another move, more than likely this is going
through.
Raptor Boost will reflect most projectiles if you hit one with
it, such as Link's arrows, but not the stronger ones, like a
charge shot from Samus.
This move is notable for the lack of speech: it's Falcon's only
special move that doesn't involve yelling out SOMETHING.
B-up: Falcon Dive - 5% (None), 12% (Fire)
Captain Falcon dives upward (in the future, we don't need
physics). He tries to grab an enemy in the air. If he succeeds,
a moment after grabbing the target he causes an explosion that
sends him flying while Falcon deftly jumps away.
If Falcon succeeds in performing the move on an enemy, he can use
another move, if he doesn't connect with anyone (say, by using it
as a recovery move) then he's put into helpless falling mode.
The grabbing part deals 5% damage, and the explosion deals 12%
fire damage. If he succeeds in the move, he yells out "Yes!"
Meet Captain Falcon's recovery move. It's nothing particularly
special as a recovery move, and indeed, there are many better
ones (freaking Pit and his freaking flying). Falcon Dive is a
completely average move for recovery purposes, and there's
nothing special to say about it at all. It's not even flashy.
As an attack, it is equally lackluster. Falcon takes a moment to
actually USE the move, making it hard to hit with, and the damage
is not impressive, nor is the knockback. You might not ever even
use this as an attack.
Notably, if you use this move on something that can't be grabbed
(bosses in single-player mode), the 5% grabbing damage will be
dealt, but not the 12% fire damage.
B-down: Falcon Kick - 12%-14% (Fire)
On the ground: Falcon takes a moment, and charges forward with a
fiery kick while yelling out "FALCON KICK!". This has some
serious ending lag.
In the air: Falcon takes a moment, and charges downward with a
fiery kick while yelling out "FALCON KICK!". This has some
serious landing lag if you reach the ground, otherwise you finish
the move in midair.
Falcon Kick, the "other" obnoxious Captain Falcon move. It'll
place you in the direction you're looking, and deal some damage
to anything in between you and the point you stop, but not enough
to KO anyone. Falcon Kick is strictly a damage-dealing move, and
not even Falcon's best one. It does, however, have absolutely
insane priority: this will go through almost any other move.
Falcon Kick CAN KO someone at very high damage (200% or so), so
if you're fighting someone fast and damaged, and you can't quite
land a good smash attack, use this if you can.
EXTREMELY IMPORTANT NOTE: It is no longer possible to use the
Falcon Kick-Double Jump trick like it was in Melee. Don't try,
you'll get yourself killed.
Final Smash: Blue Falcon - 10%, 20%, 10%
Captain Falcon calls his F-Zero machine, the Blue Falcon. It
flies in front of him, and anyone directly in front of Falcon is
dragged onto it. They're then deposited onto a racetrack, and run
over by Captain Falcon at very high speeds. They are THEN
launched and killed in an overly elaborate manner. It's missing a
"FALCON RUN YOU OVER AT MACH 5!" if you ask me.
Blue Falcon will kill any target at almost any percent. I've seen
a few ways to survive: hitting a wall (Mushroomy Kingdom is not
your friend), having less than 20% damage as a heavyweight on a
large stage, and so on. But this will still kill almost any enemy
at almost any percentage on almost any stage.
It should be noted that nothing else happens while Captain Falcon
does this move: it's like a movie: he runs over the enemies he
hit with the Blue Falcon, and the stage disappears until it's
over. It's the only one of its kind.
==== Throws ====
Z: Grab
Falcon grabs anyone directly in front of him. He does not have a
long grab like Samus or Link. It deals no damage by itself, but
sets up an enemy for a throw.
Z or A while grabbing someone: Knee - 2%
Falcon knees the person he's grabbed for 2% damage. It's possible
to get as many as four attacks on your enemy before he escapes,
though more likely he'll escape by mashing buttons before you get
all four hits.
F while grabbing someone: Forward Throw - 4%, 5%
Falcon punches the person he's holding, knocking them forwards.
The punch deals 4% damage, the letting go 5%. It knocks the enemy
back forwards.
B while grabbing someone: Backward Throw - 8%, 1%
Falcon kicks the enemy he's holding backward, launching him
backwards. The kick deals 8% damage, then almost immediately 1%
more damage.
U while grabbing someone: Upward Throw - 4%, 3%
Falcon uppercuts his victim, launching him upwards. It deals 4%
damage, then another 3%.
D while grabbing someone: Downward Slam - 7%
Falcon slams the enemy onto the ground, knocking them forwards.
It deals some damage and some knockback, but not a lot.
==== Taunts ====
L/RD-Pad: Come on!
Falcon faces forward, does a hand gesture, and yells "Come on!",
presumably asking his enemies to attack him. This is almost
identical to one of Fox's taunts.
UD-Pad: Fiery Falcon
Falcon ignites fire in himself (?) and makes a "Grrrr" sound. It
lacks his signature.... coolness. Don't use this taunt.
DD-Pad: Show me your moves!
Falcon faces the screen, salutes, and requests that his enemies
show him their moves.
Section F: Captain Falcon-specific strategies [SatX]
In this section are strategies and tips about how to play as
Captain Falcon.
==== Techniques ====
- Increased Elbow of Judgment range
If you dash in the opposite direction you want to attack, then
hit the C-stick towards your target, Falcon will do a little jump
forward as he smashes, so it'll hit farther than a standing Elbow
of Judgment will.
Unfortunately, using this won't allow you to charge the attack,
but the extra range is (presumably) worth it.
NOTE: This actually works for all characters, but it works best
for Falcon and Sonic because their dashes are very fast. Using
this, your Elbow of Judgment will have almost double its
normal range.
- Turbo Punch Projectile Canceling
Turbo Punch will cancel most projectiles if they connect. The
following projectiles will be destroyed if they touch Falcon's
Turbo Punch:
- Mario and Luigi's Fireballs
- Peach's Vegetables
- Yoshi's Egg Throw, but only at certain angles
- Diddy's Peanut Popgun unless they're fully charged, but
punching a banana will make you trip
- Link and Toon Link's Gale Boomerang and Boomerang and Hero's
Bow beneath half charged, but Bombs will still blow up
- Zelda's Din's Fire, but not Nayru's Love
- Sheik's Needle Storm, however it's fast enough and fully
charged has enough needles that some will hit you anywa
- Samus' Homing Missile, Super Missile, and Charge Shot beneath
half charged
- Zero Suit Samus' Stun Gun
- Pit's Palutena's Arrows (however, they're fast enough that they
can slip between punches)
- Ice Climbers' Ice Shots are REFLECTED
- R.O.B.'s Gyro, but not Robo Beam
- Olimar's Pikmin Throw (but not on Purple Pikmin)
- Pikachu's Thunder Jolt, but not Thunder
- Ivysaur's Razor Leaf and Charizard's Flamethrower, but not
Squirtle's Water Gun (I don't know if it works on Bullet Seed)
- Lucario's Aura Sphere beneath half charged
- Lucas' and Ness' PK Fire, but not PK Thunder, PK Flash, and
PK Freeze
- Mr. Game & Watch's bacon, but only at certain angles
- Snake's grenades (they don't blow up) and Nikita (they're
deflected)
I don't know about ALL projectiles (Waddle Dee Toss, for
instance), but it's a safe bet that weaker and non-explosive ones
won't go through, whereas stronger or explosive ones will.
- Short Hop Falcon Stomp without lag
Normally, if you try a Falcon Stomp with only one jump, you'll
have to suffer through Falcon's laggy landing animation. However,
there's a way around this: jump, then immediately after jumping
(without any hesitation at all) use down on the C-stick. If you
do it correctly, Falcon will do the stomp without a landing
animation, and will land standing up (ready for a Shoulder Bash,
no doubt).
- Autodashing
As you land from a lag-free aerial, if you press forward right
before you jump, Falcon will land running without having a
landing animation.
- Dash Grabs
Many characters can abuse throwing, and Captain Falcon is not one
to be left out. While he's no Dedede (the best thrower in the
game), Falcon can dash grab. That means that if you grab an
enemy on a flat surface, throw him down, dash towards the
direction you're facing immediately afterwards, you can grab him
again and throw him again for extra damage. Note that if the
enemy is too damaged or too lightweight, he might get out of your
range for a second throw: nothing you can do about it. This works
best on heavyweights.
This is a crucial strategy to Falcon's throwing game: learn how
to use it.
- Reverse Momentum
Dash forward, then turn around and immediately jump. This will
let you keep your momentum for the jump even though you didn't
run in the direction you're now going in. Most useful for landing
surprise aerials.
- Wall Jumping
Wall jumping will rarely decide a match, but, people rarely
expect you to bust it out. If you're on a stage with vertical
stuff instead of floating platforms (New Pork City instead of
Battlefield, ect.), you can use this for extra height. Wall
jumping is most useful for setting up a surprise Knee of Justice.
Falcon is only average by wall jumping standards, so keep that in
mind.
- Super Sliding Glitch
This is a glitch that won't really see much use in actual play,
but hey, it's worth mentioning.
Use a Reverse Falcon Punch (it has to be a reverse one) against
Mario or Pit, who must use the Cape or Mirror Shield (Pit is
easier to use for this glitch), and after the punch connects,
Falcon will slide away faster than Sonic can run. It will make
him slide further than the length of Final Destination, just so
you're aware.
- Reverse Reverse Falcon Punch
This tip is courtesy of naderjr@hotmail.com.
"well one technique id like you to share would be what i call the
Reverse Reverse Falcon punch.......sounds a little weird but is
like it sounds
First dash and jump (short hop or normal jump is o.k) then do a
"reverse airel rush" with the Falcon punch, if you don't know to
do a reverse airel rush all you do is flick the control stick in
the opposite direction of your characters jump momentum jump then
immediatly press any attack or special to turn in air and execute
an attack, in this case a Reverse falcon punch, what should
happen is captain falcon doing a normal falcon punch backwards,
all in all it times with a short hop perfectly and catches a few
people, BUT to do a reverse reverse Falcon Punch you do a
reverse airel rush with Falcon punch then hold the control stick
the way Falcon is moving in air to reverse his Falcon Punch
again, thankfully when Falcon does his standard reverse Punch in
air he gains a significant boost in AM (air manipulation)
allowing you to move in awkward patterns that trick people all
the time, this takes a lot of practise but turns out great in the
end, i have hit tourny champs with this move over and over again
because of the double spin and air manipulation, you'll know when
you've done this right when falcon spins quite a bit, and takes
longer to do a falcon punch forward
is should look like this......
F=Falcon _____=stage >or < = direction
__F> ___F^___________F>_____"
==== Combos ====
- Raptor Boost-Crescent Kick-Crescent Kick-Knee of Justice
While standing (or running, whatever) Raptor Boost your enemy.
If he's taken any damage so far, he'll be in the air long enough
for you to take advantage of his predicament. Jump, Crescent
Kick, double jump, Crescent Kick again, and if there's time, use
a Knee of Justice to deal some more damage (don't bother if
you're not sure you can get to connect properly).
An alternative is replacing the Knee of Justice with a Falcon
Dive. I prefer the Knee, myself, but if you want, the Dive works
almost as well and is easier to connect with.
- Double Ground Kick-Crescent Kick
Not much to say here: if you can get your enemy in a Double
Ground Kick, he'll fly up. Take advantage of this and Crescent
Kick him for that much more damage.
Section G: Character-specific Strategies (ChaX)
In this section you will find tips on how to fight specific
characters.
Mario
Mario is the definition of average in this game. He's of average
speed, strength, weight, and has a completely average projectile.
There aren't many tips for fighting Mario: he's just too average
in every aspect to say much about.
His Fireball is of little concern except as an edgeguarding move,
but his really unique ability is his Cape Spin. With that, and
your predictable recovery, a good Mario will completely negate
your ability to get back onto the stage from the air, so if
possible, it might be wiser to intentionally grab the edge rather
than try to land unsuccessfully.
Luigi
Ah, Luigi. You're like Mario, but not. You are the definition of
"2P".
Luigi has many of the same strengths as Mario: averageness and a
lack of real weaknesses. His attacks are slightly faster, but
also a bit weaker (not enough to really matter, though). His lack
of the Cape is good for you, but his Luigi Rocket is a good
tradeoff (for him, not for you): a good hit from that and you're
gone.
Luigi's weakness is vertical recovery: his horizontal is
unrivaled (except by, y'know, Peach), but his Super Jump Punch
gives him only so much height and no horizontal (he has to waste
precious falling time with Luigi Rocket to get in a good spot),
so take advantage of that with plenty of meteor smashes.
It should be noted that Luigi is lighter than he looks, a good
smash attack can KO him more easily than most mediumweights.
Peach
Peach has absolutely insane recovery abilities, which are
balanced by her light weight. However, any Melee veteran will
tell you that she has surprisingly good offense: her smashes are
as powerful as yours, and her AU is one of the best in the game.
Nevertheless, Peach is quite fightable. She's not particularly
fast, and despite her floatiness, she lacks a good aerial game,
so you want to keep her in the air with a fast-paced close
combat, giving her no time to prepare a smash.
Bowser
Bowser is pretty easily beat, actually. Despite his improvements
over his Melee form, he's still slow (I don't know if he's the
slowest character in the game [Ganondorf might be slower], but he
IS very slow), and you're still fast. He has as close to no
aerial game as you can get, so just keep in the air where he's
all but helpless, but be prepared to roll and air dodge, because
while Bowser will rarely hit you, when he does, it will hurt.
Donkey Kong
He's the leader of the bunch, you know him well (sorry).
DK is an underrated character, but he's still not very good. With
slow attacks (especially in the air), poor recovery skills (he
might just have the single worst vertical recovery in the game),
and no projectile, for someone who's fast, air-based, and has
strong smash attacks, DK is little more than a mobile Sandbag.
Keep DK in the air, his air attacks are slow and air dodgeable. I
know that's my same strategy for Bowser, but really, against most
heavyweights it's a good idea.
Don't worry too much, though, his coconut gun doesn't fire in
bursts (I can't resist).
Diddy Kong
Donkey Kong's nephew (maybe), Diddy Kong is the light weight and
fast primate of the two.
Diddy Kong is much harder than DK, though I almost never see
people actually use him. A good Diddy is fast, powerful enough to
keep you off-balance, and as good in the air as you are. What
Diddy lacks, however, is weight. Fight Diddy on the ground unless
you're sure of your aerial skills: he's good on the ground, but
Falcon is better.
Yoshi
I don't like fighting Yoshi. He's a heavy lightweight (or a light
mediumweight), JUST powerful enough to be a threat, and JUST fast
enough to keep up with you.
Yoshi's greatest weakness, of course, is his lack of a vertical
recovery B move. Your best bet is to knock him off the stage
somehow (smash attacks work), and Falcon Stomp or Raptor Boost
him midair while he's falling (luckily, he falls predictably).
Other than that, just keep hitting him and don't let up: Shoulder
Bash is a good move for it.
Wario
Wario is a heavyweight who hits hard, but has agility that no
other heavyweight can match. He's unpredictable and annoying, but
at least he has no projectile and is kind of slow with his kill
moves.
For Wario, use your greatest aspect: speed. Keep on him with your
faster moves (Falcon Kick, Shoulder Bash, ect.), and don't bother
with your slower ones (Wario can punish mistakes really well).
Wario's vertical recovery is laughable (unless he has a fully
charged Wario Waft ready), so a good meteor smash will destroy
him handily.
Link
Link isn't particularly powerful, nor is he particularly fast or
heavy. Link is, in fact, pretty bad in SSBB, which sucks, because
I like him. Ah well.
Link is about as good in the air as he is on the gruond, but he's
not good in either area. Just keep on him, use rolling a lot, and
smash attack when you get the opportunity, and there won't be a
lot he can do. The only thing Link does better than you is attack
from a distance.
Zelda
Zelda is light weight, but powerful and just fast enough to pose
a threat. Many of her moves have KO potential, and while she
won't hit often (like Sheik), when she hits, it'll hurt.
Keep in her face, and keep on the ground. Luckily, her smash
attacks are just slow enough that you can dodge or use a jab to
disrupt them, and take advantage of her vulnerability. I can't
say much about fighting Zelda; she's really just a very good
character.
She's much better in Brawl than she was in Melee, whereas Sheik
was nerfed. I'm willing to bet they did that on purpose to
encourage people to use both characters.
Sheik
Though nerfed (that's right) from her godly Melee form, Sheik is
still a major threat. Fast and damaging, with a good air game,
Sheik is almost made to be a big threat to Captain Falcon.
She attacks faster than you. That's a fact. Her ground game is
just flat-out better than yours, and while her air game is also
strong, it's not quite as good as yours, so you'll be taking
advantage of that. The Knee of Justice and Crescent Kick are your
friends against her.
Ganondorf
Ganondorf is an exaggerated version of you. He's slower but
stronger, but you already knew that. His A moves are a bit
different, but you knew that too. What you might not have known
is that Ganondorf was much better in Melee. Now, he's a target.
Yes, virtually every one of Ganondorf's moves can KO you easily,
and yes, if you get hit it's going to hurt, but he's just so
incredibly slow and you're just so incredibly fast he can't keep
up. I prefer the air (unless something's wrong with the
G-Diffusor), but if you like the ground, just stay in his face
and give him no chances to counter.
Toon Link
Link's faster, better doppelganger, Toon Link is a better version
of his cooler cousin. Ah well.
Toon Link lacks KOing moves, but he makes up for that by being a
damager: he can raise your damage percent easily with his fast,
multi-hitting attacks. However, you are nothing BUT KO moves, and
Toon Link is basically made of tissue paper (which, I think,
wouldn't fly far if you kicked it in real life, but whatever). If
you can hit him with a good smash, he's gone. The problem is
actually hitting him.
I have no advice for you: you just have to outskill your opponent
in rolling around and getting smashes in.
Samus
Well, Samus. A heavyweight with a variety of moves and
projectiles, Samus got nerfed from Melee to Brawl (for no real
reason, too. She was never a high tier character, but now...).
Samus can hit pretty hard, and she has a fair aerial game, but
she has little defense against an attack from the air while she's
on the ground. That means: Knee of Justice and aerial Falcon Kick
time.
Because she's just slightly kind of slow, Shoulder Bash is also a
good move against her.
Zero Suit Samus
If not for the name, you'd never know they were the same person.
ZSS is fast and has range, but not enough knockback power for her
own good, and few KO moves. I like the combo of Raptor Boost-
Crescent Kick-Crescent Kick-Knee of Justice myself, but a good
player can escape it.
Don't try to Double Upper Kick her if she's falling: her aerial
down move (the fast stomping thing) is a pain.
I can't give you many tips for fighting her beyond this: if you
knock her off, edgehog like crazy. Her B-up move is not designed
to get past edgehoggers.
Pit
FOR THE LOVE OF GOD, DO NOT TRY AN AERIAL ASSAULT. Pit will mess
you up in the air: don't even think about it. I know you're
thinking about it right now: don't. Pit is the better aerial
fighter. He just is.
Make this a ground-based fight. If he tries to arrow spam you,
side dodge the arrows, don't roll.
Pit's attacks have insane priority, and if two moves connect, his
will go through most of the time. However, play this smart, and
you CAN win. Many Pits like rolling; Double Ground Kick is the
best option here, because the second kick'll get him.
Pit's ground attacks are fast and have high priority, but not
range or power, so only Angel Ring (his b-side) poses a serious
melee threat. Additionally, his smashes are laggy, so if you're
careful, you can punish that.
Ice Climbers
The Ice Climbers. Some of the worst B moves in the game, but no
lack of ways to hurt you with A moves. At least they're
lightweights.
I wouldn't really bother seperating them: it's not worth the
effort. The Ice Climbers are strong on the ground and weak in the
air: take advantage of this by forcing a Raptor Boost-Crescent
Kick-Crescent Kick-Knee of Justice combo (go for Popo if they
seperate, of course) and basically keeping them in the air as
much as you can.
R.O.B.
Ugh, R.O.B. Hard to predict, and his attacks are anything from
pathetic to godly.
Against R.O.B., I can only suggest you keep in his face. I have
no particular advice for fighting him, sorry.
Kirby
The second floatiest character in the game, Kirby is better in
the air than you, and reasonably powerful as well. However, his
weakness is his deceptively low agility: he seems quicker than he
really is.
Kirby's attacks tend to leave him open for a moment afterwards if
he misses, so you should play defensively: punish mistakes and
dodge a lot. I can't give you much advice against him other than
to remind you not to walk into a Falcon Punch. There's nothing
more embarassing than being killed by your own move.
Meta Knight
Meta Knight is a difficult fight. It's true that it takes like
three or four of his hits to match one of yours, but he's going
to get those hits in, and then some.
Falcon Kick is your move here. It's not deadly, but it goes
through most of his attacks like they're not there, and it's fast
enough to hit most players. You can match Meta Knight in the air,
believe it or not, if you're good: Knee of Justice can deal some
mean damage and will probably act as your main KOing move.
If he glides, punish that mistake with the Knee of Justice. Just
do it, trust me.
Luckily, although Meta Knight has no shortage of ways to hurt
you, his KOing moves are short ranged and easy to see coming. He
has his forward smash, and almost nothing else.
King Dedede
Strong, heavy, floaty, and not too slow, King Dedede is
everyone's worst nightmare. At least he's slower than you: get
in his face (or better, get in his model) and throw, punch, and
force him into the air. Unlike his fellow floaty characters,
Dedede isn't really a great aerial fighter, and Crescent Kick is
waiting to take advantage of that weakness. Just beware of his
smashes: Dedede hits as hard as any heavyweight does.
Olimar
The bane of Captain Falcon. Don't try attacking from above, ever,
he's better than you at this. Most of his smashes look very
similiar to each other, be careful and try to guess which he'll
use. Make this a defensive fight and punish his mistakes: Olimar
is basically designed to kill you.
I can't give you any killer tips, other than this: when you DO
get Olimar off the stage, edgehog like crazy: there's nothing he
can do about it. The smarter Olimars will throw a Pikmin at you
while falling and try to Up+B while you fall off the edge: only
the purple ones will actually knock you off the edge, the others
just hurt.
Fox
Fox is functionally faster than you, and his moves don't have
much lag. Luckily he's weaker and lighter than you, too, so you
can take advantage of that. Fox Illusion is hard to see coming
because it's just too fast coming out: try to be unpredictable
in your movements (air dodge when it's not necessary, jump a lot,
and so on).
For killing him, I find Ground Kick and Raptor Boost-Crescent
Kick to be your best moves. They're fast enough to beat him, but
if he's good, he might be able to dodge them. I can't give you
much advice against this guy: he's top tier material.
Falco
See Fox, but consider him to be stronger but slower. I know he's
no longer a clone, but they still play similiarly enough that it
doesn't matter most of the time.
Wolf
Wolf players sometimes like to laser spam: roll, jump, dodge,
whatever. You need to stay in his face. While his aerial attacks
aren't great, his down spike is killer, so be careful about that.
Wolf's weakness is his A attacks: nearly all of them have ending
lag. Sidedodging is your friend: dodge almost any of his attacks
and he'll be asking you to kick, throw, punch, or whatever else
him.
Be smarter than Wolf, and he can't beat you. Be as smart as Wolf,
and you can't beat him.
Captain Falcon
Captain Falcon is weak to fast moves with no beginning lag:
Raptor Boost, Ground Kick, and Shoulder Bash are your best moves
in this situation.
If you're looking for advice on how to fight other Captain
Falcons, there's not much I can do for you: he has all of your
strengths and all of your weaknesses.
Pikachu
I have two strategies, depending on the Pikachu you face:
- If he's a thunder spammer, laugh at that move's end lag, and
Elbow of Judgment or Double Upper Kick him after air-dodging
or rolling. Don't try to attack from the air.
- If he's a smarter player, beware of Pikachu's A moves: they
have way more range they should have. Especially his down smash:
it will pull you in if you're anywhere near Pikachu and it will
hurt you (don't try sidedodging or rolling behind him, it's a
long smash).
Here are your good moves for electric rat killing: Shoulder Bash,
Falcon Kick, Elbow of Judgment. In the air, Crescent Kick. Don't
bother with Knee of Justice; Pikachu's small size makes it
difficult to connect with properly.
Lucario
Lucario has better range than he should have, but his attacks are
SLOW. Really, really, "begging-to-be-dodged-and-punished" slow.
Just wait for him to mess up (it won't take long) and make him